Make the meshes contiguous, as much as possible, this will reduce headaches later when binding the vertices to the bones (skinning). For example, take a look at how the shirt transitions to the pants, or the pants to the shoes. Street Cop by Mashru Mishu. More examples here http://wiki.polycount.com/wiki/BodyTopology
Put her image behind your model, and adjust proprtions until they match. Your hands are pretty small for example. Take a close look at the groin in the Hippydrome examples, and compare with yours. A rectinlinear grid like yours is bad topo for deformation, and also bad for sculpting.
Wow these are really cool! Love the stylization on these, and the mix of 3d and lighting with hand-painted details. I would love to see more thoughtful attention to variable line widths. You have some different widths, but each line is the same width along its length. Here's a nice example of how variable line weights…
Hey everyone, I’ve started working on a new practice prop. Its a chemical/paint waste disposal bin. I found this one and thought it would be a great study piece because it has a lot of subtle form changes, surface damage, and material storytelling. My goal with this project is to: * Keep as much real-world detail as…
I want to commission some low poly greybox ancient and futuristic structures for a personal game project. I would like to know how much it would cost for a small structure, medium structure, and large structure. Small structures could be a small ruins or tower or bunker, medium could be a more complex ruins or a base with…
I just recently read* something about "late bloomers", and it specifically used artists as an example. Conventional wisdom has it that most great works are done in an artists early years, but the facts just don't hold that true. Cezanne was the one of the examples used. *Book was..What the Dog Saw, Malcolm Gladwell
You can overlap the edge pieces in UV space, like how Kio Works shows in this post. Another example of this method can be found here. http://polycount.com/discussion/144838/ue4-modular-building-set-breakdown/p1 And even more examples are here. http://wiki.polycount.com/wiki/Modular_environments
Although I certainly don't qualify as an "amazing polycount anatomy artist", I think I can share some useful input, so here it goes. For starters, are you using any specific reference for your poses? I think this is pretty critical for figurative work. You've definitely got your anatomy and proportions under control. But,…
Use reference and remember landmarks to more accurately create forms and find balanced proportions. Balance your perspective so your anatomy will looks accurate. Your proportions need to follow the basic rules of perspective for an angle like the one you're using. It frames the muscular composition. Green A & B are nice…